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osu-lazer/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs

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C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
namespace osu.Game.Screens.Select.Carousel
{
public class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu
{
public const float HEIGHT = MAX_HEIGHT;
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private Action<BeatmapSetInfo> restoreHiddenRequested;
private Action<int> viewDetails;
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[Resolved(CanBeNull = true)]
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private DialogOverlay dialogOverlay { get; set; }
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[Resolved(CanBeNull = true)]
private CollectionManager collectionManager { get; set; }
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[Resolved(CanBeNull = true)]
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private ManageCollectionsDialog manageCollectionsDialog { get; set; }
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public override IEnumerable<DrawableCarouselItem> ChildItems => beatmapContainer?.Children ?? base.ChildItems;
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private BeatmapSetInfo beatmapSet => (Item as CarouselBeatmapSet)?.BeatmapSet;
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private Container<DrawableCarouselItem> beatmapContainer;
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[Resolved]
private BeatmapManager manager { get; set; }
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protected override void FreeAfterUse()
{
base.FreeAfterUse();
Item = null;
ClearTransforms();
}
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[BackgroundDependencyLoader(true)]
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private void load(BeatmapSetOverlay beatmapOverlay)
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{
restoreHiddenRequested = s => s.Beatmaps.ForEach(manager.Restore);
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if (beatmapOverlay != null)
viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
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}
protected override void UpdateItem()
{
base.UpdateItem();
Content.Clear();
beatmapContainer = null;
if (Item == null)
return;
Header.Children = new Drawable[]
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{
new DelayedLoadUnloadWrapper(() =>
{
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var background = new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()))
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{
RelativeSizeAxes = Axes.Both,
};
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background.OnLoadComplete += d => d.FadeInFromZero(1000, Easing.OutQuint);
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return background;
}, 300, 5000),
new DelayedLoadUnloadWrapper(() =>
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{
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// main content split into own class to reduce allocation before load operation triggers.
var mainFlow = new SetPanelContent((CarouselBeatmapSet)Item);
mainFlow.OnLoadComplete += d => d.FadeInFromZero(1000, Easing.OutQuint);
return mainFlow;
}, 100, 5000)
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};
}
protected override void Deselected()
{
base.Deselected();
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MovementContainer.MoveToX(0, 500, Easing.OutExpo);
if (beatmapContainer != null)
{
foreach (var beatmap in beatmapContainer)
beatmap.MoveToY(0, 800, Easing.OutQuint);
}
}
protected override void Selected()
{
base.Selected();
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MovementContainer.MoveToX(-100, 500, Easing.OutExpo);
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updateBeatmapDifficulties();
}
private void updateBeatmapDifficulties()
{
var carouselBeatmapSet = (CarouselBeatmapSet)Item;
var visibleBeatmaps = carouselBeatmapSet.Children
.Where(c => c.Visible)
.ToArray();
// if we are already displaying all the correct beatmaps, only run animation updates.
// note that the displayed beatmaps may change due to the applied filter.
// a future optimisation could add/remove only changed difficulties rather than reinitialise.
if (beatmapContainer != null && visibleBeatmaps.Length == beatmapContainer.Count && visibleBeatmaps.All(b => beatmapContainer.Any(c => c.Item == b)))
{
updateBeatmapYPositions();
}
else
{
// on selection we show our child beatmaps.
// for now this is a simple drawable construction each selection.
// can be improved in the future.
beatmapContainer = new Container<DrawableCarouselItem>
{
X = 100,
RelativeSizeAxes = Axes.Both,
// ToArray() in this line is required due to framework oversight: https://github.com/ppy/osu-framework/pull/3929
ChildrenEnumerable = visibleBeatmaps.Select(c => c.CreateDrawableRepresentation()).ToArray()
};
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LoadComponentAsync(beatmapContainer, loaded =>
{
// make sure the pooled target hasn't changed.
if (carouselBeatmapSet != Item)
return;
Content.Child = loaded;
updateBeatmapYPositions();
});
}
void updateBeatmapYPositions()
{
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float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
foreach (var panel in beatmapContainer.Children)
{
panel.MoveToY(yPos, 800, Easing.OutQuint);
yPos += panel.Item.TotalHeight;
}
}
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}
public MenuItem[] ContextMenuItems
{
get
{
List<MenuItem> items = new List<MenuItem>();
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if (Item.State.Value == CarouselItemState.NotSelected)
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items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected));
if (beatmapSet.OnlineBeatmapSetID != null && viewDetails != null)
items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails(beatmapSet.OnlineBeatmapSetID.Value)));
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if (collectionManager != null)
{
var collectionItems = collectionManager.Collections.Select(createCollectionMenuItem).ToList();
if (manageCollectionsDialog != null)
collectionItems.Add(new OsuMenuItem("Manage...", MenuItemType.Standard, manageCollectionsDialog.Show));
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items.Add(new OsuMenuItem("Collections") { Items = collectionItems });
}
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if (beatmapSet.Beatmaps.Any(b => b.Hidden))
items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested(beatmapSet)));
if (dialogOverlay != null)
items.Add(new OsuMenuItem("Delete...", MenuItemType.Destructive, () => dialogOverlay.Push(new BeatmapDeleteDialog(beatmapSet))));
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return items.ToArray();
}
}
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private MenuItem createCollectionMenuItem(BeatmapCollection collection)
{
TernaryState state;
var countExisting = beatmapSet.Beatmaps.Count(b => collection.Beatmaps.Contains(b));
if (countExisting == beatmapSet.Beatmaps.Count)
state = TernaryState.True;
else if (countExisting > 0)
state = TernaryState.Indeterminate;
else
state = TernaryState.False;
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return new TernaryStateMenuItem(collection.Name.Value, MenuItemType.Standard, s =>
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{
foreach (var b in beatmapSet.Beatmaps)
{
switch (s)
{
case TernaryState.True:
if (collection.Beatmaps.Contains(b))
continue;
collection.Beatmaps.Add(b);
break;
case TernaryState.False:
collection.Beatmaps.Remove(b);
break;
}
}
})
{
State = { Value = state }
};
}
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}
}